Hi, I'm trying to come with some sort of transform node that can have
multiple transform matrices influencing it's own translate,rotate,and
scale attributes, but still allows for control, animation, and
preservation of the user-intended position of that transform.
Basically it's a
one of the hazards of this work.
-Judah
On Apr 28, 2011, at 3:41 PM, notanymike notanym...@gmail.com wrote:
Well parent constraints would work but I'd need to know how to get
past namespace issues to get it working properly. What I need is a
node for setting up space-switching without
I think now the best way to carry out my space switching plugin is to
create a custom transform that when a parent constraint is added to
it, the transform issues the command: `parentConstraint -e -
maintainOffset (targets) (constraintName)` whenever the weight to that
parentConstraint is changed.
I think now the best way to carry out my space switching plugin is to
create a custom transform that when a parent constraint is added to
it, the transform issues the command: `parentConstraint -e -
maintainOffset (targets) (constraintName)` whenever the weight to that
parentConstraint is changed.
Isn't this c++ code?
On May 4, 12:50 pm, goofoo kotro...@gmail.com wrote:
Hello. Maya node fluidShape have attribute ouyGrid. What is it and how
can it be used?
I have a problem. I take the data from maya fluid container and try to
render in maya viewport using GPU. Everything works, but the
shared experience is always interesting.
Let me know what you have in mind and we'll see what we can come up with.
Also note that everything I'm doing will be open source so you have to be
okay with that :-)
regards,
Jeremie
On 16 July 2011 20:36, notanymike notanym...@gmail.com wrote
have to be
okay with that :-)
regards,
Jeremie
On 16 July 2011 20:36, notanymike notanym...@gmail.com wrote:
Hey Jeremie, I'm working on some custom rigging nodes myself, would
you like to collaborate?
On Jul 13, 8:38 am, Miguel González Viñé lichi...@gmail.com wrote:
Jeremie
How does the `ikHandle` command set up the initial pole vector? It
seems to take the vector between the start joint and it's position and
cast a vector orthogonal to it in the direction of the mid joint. I've
found code showing me how to calculate orthogonal vectors, but none
showing me how to do
Thanks!
On Jul 23, 5:06 pm, Justin justinisr...@gmail.com wrote:
I thought I would post this blog I wrote in here about installing PyQt
in Maya2011. Just in case anyone tries searching this group for such a
thing!
http://www.justinfx.com/2011/01/07/installing-pyqt-for-maya-2011-osx/
--
:
This is something I'd like to know as well, I though it may have
something to do with the preferred angle, but no dice.
On Jul 20, 9:00 pm, notanymike notanym...@gmail.com wrote:
How does the `ikHandle` command set up the initial pole vector? It
seems to take the vector between the start joint
= poleVecMatch, worldSpace=True)*
JAKOB WELNER
_
Animator | RD
jakob.welner.dk
On Tue, Jul 26, 2011 at 1:06 AM, notanymike notanym...@gmail.com wrote:
Update: I found out how to get the pole vectorIt's actually a
vector orthogonal to the vector
What are you overloading the *clientData part of the function with?
I'm not sure how it works in python, but I had a similar problem with
creating
a MNodeMessage::addNodeDirtyCallback in c++. I had my function wanting
to access a pointer
to my node but had not overloaded the callback with that
suspect it may be buggy.
i've been passing None into *clientData, but i've tried a few
different things there, all to no avail.
thanks for your help,
chrisg
On 3 August 2011 04:09, notanymike notanym...@gmail.com wrote:
What are you overloading the *clientData part of the function
It's not a new idea to deform a mesh using a transform riveted to that
mesh. However I was wondering if one could do the same without
transforms. That is to say, something that's a cross between a skin
cluster and a wrap deformer. I was thinking of using MItMeshFaceVertex
to build a transformation
.
On Wed, Aug 10, 2011 at 10:09 AM, notanymike notanym...@gmail.com wrote:
It's not a new idea to deform a mesh using a transform riveted to that
mesh. However I was wondering if one could do the same without
transforms. That is to say, something that's a cross between a skin
cluster
...@gmail.com
On Tue, Aug 16, 2011 at 5:14 AM, Viktoras ituden.ui...@gmail.com wrote:
On 2011.08.10 20:09, notanymike wrote:
It's not a new idea to deform a mesh using a transform riveted to that
mesh. However I was wondering if one could do the same without
transforms. That is to say
I'm working on a custom Qt widget for Maya that takes an object in the
current 3d view and based on the mouse cursor's position to the
object's bounding box, shows or hides that object. I'm not using box/
line intersections from the screen to the bounding box. I'm taking the
center, min, and max
In c++ I usually install it in MPxNode's postConstructor method and
remove it in it's ~MPxNode method
However I don't know what the ~ equivalent to Python is...
On Sep 3, 7:49 am, johnvdz john.vanderz...@gmail.com wrote:
hi all,
i'm really scratching my head here. anyone know of an example
//
this is in the post constructor.
not sure if i have implemented it wrong
john
On 09/04/2011 05:44 AM, Chad Vernon wrote:
You can also use setDependentsDirty to check when things change.
On Sat, Sep 3, 2011 at 12:33 PM, notanymike notanym...@gmail.com
mailto:notanym...@gmail.com wrote
How can one make a drop-down command menu appear when right-clicking
on a button in a Maya window using pyqt?
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right click the button to a custom slot that creates a
popup menu and shows it.
Was there a specific area of the code you wanted more details about?
On Dec 6, 2011, at 9:13 PM, notanymike notanym...@gmail.com wrote:
I found a couple of tutorials and merged them and that seemed to work
() takes a point as an argument of where to show the popup, so
we pass that global position into it.
exec_() will end once the popup closes.
On Wed, Dec 7, 2011 at 1:37 PM, notanymike notanym...@gmail.com wrote:
Yeah, I'm still unclear as to what's happening in the popup() function
For no particular reason, I'm trying to find out how joints,
ikHandles, LRA's, etc are rendered in the 3d viewport without the need
of shapes. I want to do the same, but for now I'm trying to just get
opengl to draw anything in the 3d viewport without writing my own
viewport, locator shape, or
Is there a way (inside a plugin -in this case, a Locator node) to
check when Maya switches the active 3d view, and move a child widget
to make the current view its parent, as well as copy the eventFilter
and mouseTracking options that were added to its previous parent to
the new parent?
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I've converted the following code from being all pymel to mostly using
the Maya API, mainly for fun:
http://www.fevrierdorian.com/blog/post/2011/03/14/Remplir-un-mesh-de-spheres-dans-Maya-La-methode-d-un-senior
My code is available here:
http://pastebin.com/3KbhXagZ
It's a bit faster...I also
Update:
It turns out the code was written by Djelloul Bekri, and Dorian had
just explained how it works on his blog...
On Feb 10, 9:05 am, notanymike notanym...@gmail.com wrote:
I've converted the following code from being all pymel to mostly using
the Maya API, mainly for fun:
http
in speed from yours.
Very interested in messing with this :-)
On Fri, Feb 10, 2012 at 12:26 PM, notanymike notanym...@gmail.com wrote:
Update:
It turns out the code was written by Djelloul Bekri, and Dorian had
just explained how it works on his blog...
On Feb 10, 9:05 am, notanymike
. Small things like setting properties once
dont really gain much though obviously.
On Feb 11, 2012, at 8:25 AM, notanymike notanym...@gmail.com wrote:
Hi, I think the radius won't be set unless in the actual nParticles-
createNPartciles menu, the box under points is checked, I
there might be a simpler way...there's a curve fitting program called
zunzun which has a python api that I can't figure out yet...
https://code.google.com/p/pyeq2/
On Feb 11, 11:34 am, notanymike notanym...@gmail.com wrote:
Well, I'm not an algorithms person, actually. So my ideas on the
matter
Hi, I was searching for a binary for Maya 2012 x64 on kubuntu myself, and
found this thread. Would Ozgur's 2011 version work for 2012? If so, does
anyone have a copy of that download, as his site/domain is down entirely?
On Monday, May 17, 2010 11:43:39 AM UTC-7, Ozgur wrote:
Hi everybody,
I'd like to query changes of the mouse and keyboard state from Maya's main
window by adding callbacks inside of MQtUtil.mainWindow(), without adding
any user-defined QWidgets to the window. Is it possible to just access
events from the main window's widget without passing that widget into a
Thanks. I somehow overlooked eventFilter from the QObject docs...
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I'm attempting on writing a deformer similar to a skinCluster, but with a
spline-style deformation. As the spline is generated procedurally using
joint matrices for the edit points, I was wondering if storing those
spline matrices inside a MPxData plug would improve the speed of the
deformer
. Is there any way to preserve MPxData attributes which are arrays?
On Monday, April 30, 2012 12:06:45 PM UTC-7, notanymike wrote:
I'm attempting on writing a deformer similar to a skinCluster, but with a
spline-style deformation. As the spline is generated procedurally using
joint matrices
, May 1, 2012 7:33:37 PM UTC-7, @li.@$ad wrote:
I think you should read this document.
http://www.angelfire.com/ex2/andreamaiolo/skinningAtILM.pdf
On Wed, May 2, 2012 at 5:58 AM, notanymike wrote:
Update: I've progressed somewhat where I can create and access MPxData
information and can
original idea, I think, but I don't know where to get
the math or programming knowledge for such a project...
On Wednesday, May 2, 2012 9:18:56 AM UTC-7, T. D. Smith wrote:
On Tuesday, May 1, 2012 10:58:27 PM UTC-4, notanymike wrote:
I skimmed through it -if MPxData isn't a good way to go
Are you wanting to restore the data the killed callback had as well as the
callback, or just the killed callback?
On Saturday, May 5, 2012 4:09:45 PM UTC-7, vux wrote:
Hi all. I have 2 questions
1.
Maya documentation of scriptJob attributeChange event quote:
Run the script when the named
Yet again, I'm attempting to reimplement this approach
(http://www.alecjacobson.com/weblog/?p=2104#comments) to skinning, but
using the SoUP toolset as a base. SoUP's point node is basically an
expression node for mesh geometry, so I thought I'd use it to try to figure
out the skin method that
One of my Python plugins crashed Maya 2013 x64 on Windows when I tried to
use it, and now all of a sudden Maya doesn't start up as speedily as it
used to. Its also now taking a huge bite out of my processor. This happens
still after a restart. Can anyone tell me what's going on and how to fix
manager
loading it at startup?
On Sep 23, 2012, at 2:21 PM, notanymike notan...@gmail.com javascript:
wrote:
One of my Python plugins crashed Maya 2013 x64 on Windows when I tried to
use it, and now all of a sudden Maya doesn't start up as speedily as it
used to. Its also now taking a huge
I've been working on a method for auto-correcting the world-up-vector for
axis-angle constraints so that flipping never occurs. Instead it mimics
manipulator-based relative rotating of the constrained object. What I have
so far is a expression and script node based system which takes a point
I've discovered that unbound euler rotations can be stored in a MMatrix
method and for some reason Maya binds the worldMatrix of dag nodes to only
storing rotations within -pi pi. I would like to make a custom Transform
node which stores the world matrix with the unbound rotation so that it
http://forums.cgsociety.org/showthread.php?p=7909562#post7909562
I'm not sure why I didn't get any replies on CGSociety about this.
Hopefully it'll get some thoughts discussion over here...
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Python Programming for
or
expressions, but I wonder if some of the reasons people aren't doing it
involve performance impacts? As far as I know, expressions are evaluated
often and can be slow. Have you tried out these approaches and found them
to work well?
On Thu, Oct 9, 2014 at 8:05 AM, notanymike notan...@gmail.com
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